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  1. #1

    Default TO campaign CTD after end turn

    SS 6.1 Late Era Teutoinc campaign VH/VH cash after 156 turn no sub-mod kingdom V1.5

    17:37:28.414 [game.script.trigger] [trace] Trigger <0096_Increase_Global_Standing_New_Turn> fired
    17:37:28.414 [game.script.trigger] [trace] Trigger <0108_Update_Untrustworthy_Factions_Minor> fired
    17:37:28.414 [game.script.trigger] [trace] Trigger <Ireland> fired
    17:37:28.469 [game.script.trigger] [trace] Trigger <LeaderEmploys_Diplomacy> fired
    17:37:28.665 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
    17:37:28.665 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
    17:37:29.343 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    I have opened FOW to watch.....till Irish turn the game crash

    Sorry for my poor english....thx

  2. #2
    Gorrrrrn's Avatar Citizen
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    Default Re: TO campaign CTD after end turn

    Looking in my Stainles steel/data/fmv/faction folder I find no minor_lose.bik file.

    It lives in my M2TW/data/fmv/faction folder.

    Problem could be that the prog times out trying to find the file?

    Try moving the contents of the M2TW/data/faction/folder to the stainless steel one?

    DO you have your M2TW unpacked?

  3. #3

    Default Re: TO campaign CTD after end turn

    I don't have my M2TW unpacked...and just follow your suggestion to move the minor_lose.bik to Stainles steel/data/fmv/faction.....the game still crashes

    Here is the log:

    21:12:55.160 [game.script.trigger] [trace] Trigger <0108_Update_Untrustworthy_Factions_Minor> fired
    21:12:55.160 [game.script.trigger] [trace] Trigger <Ireland> fired
    21:12:55.160 [game.script.trigger] [trace] Trigger <0102_High_Income2> fired
    21:12:55.185 [game.script.trigger] [trace] Trigger <LeaderEmploys_Diplomacy> fired
    21:12:55.307 [bink] [debug] [mods/Stainless_Steel_6/data/fmv/faction/minor_lose.bik]Pause on
    21:12:55.307 [bink] [debug] [mods/Stainless_Steel_6/data/fmv/faction/minor_lose.bik]Pause on
    21:12:55.833 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    Thx

  4. #4
    Gorrrrrn's Avatar Citizen
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    Default Re: TO campaign CTD after end turn

    lazyrhino

    curses!!

    I wonder if there is a problem with the minor_lose.bik file.

    (In my latest campaign both Lithuania and Norway were destroyed but there wasn't a problem recorded. But I have a vague memory of the command in the script trace saying Pause off not Pause on. Do you have cut-scenes enabled - its in the cfg file.)

    But these movies should only play if its the human player who has lost surely - the code should check to see if it is a human player and if it isn't it should move on?

    Having had a look in the M2TW fmv folder there is a folder called fmv timings.

    There are no timings for cumans, kwarezm, ireland, aragon, lithuania, kievan_rus, KoJ, templars, norway. (at least)

    As these are all factions that could be played by the human player so maybe they need a similar set of timings?

    So if the prog relies on these files to know how long a movie to play and can't find it, then possibly it'll pause and then crash?

    Regard all the above as speculative in the extreme.

    Had a check in mod workshop and couldn't find anything.

  5. #5

    Default Re: TO campaign CTD after end turn

    Gotta love those unspecified CTD's!

    In my latest campaign both Lithuania and Norway were destroyed but there wasn't a problem recorded. But I have a vague memory of the command in the script trace saying Pause off not Pause on. Do you have cut-scenes enabled - its in the cfg file.
    Rozanov..this sounds interesting! I have the cut-scenes enabled..will try with the disabled cut-scenes when I get home!

    Expect a report!

  6. #6

    Default Re: TO campaign CTD after end turn

    Thx for your reply, Rozanov!

    But turning cut-scenes in cfg to 1 or 0 still CTD
    My TO campaign is that TO is the strongest with many generals (no possibility to be defeated) while I sometimes use money cheat, Lithuania is destroyed before 100 truns.

    I wonder if the "minor" stated in minor_lose.bik related to the rebel as i check in another thread there is hre_lose.bik obviously hre is saying the Holly Roman Empire.

    Crash is on Irish turn but they have no current battle with others. And Norway is the next turn after Ireland while small stack of English is besieging full stack of Norway in Nottingham Citadel. But i think it is less likely related to the crash.

    And I have installed Kingdom Grand Campaign mod 3.7 before installing SS 6.1, don't know if there is any conflict in the files. C:\Program Files\SEGA\Medieval II Total War\mods\kingdoms_grand_campaign_mod\data\fmv\faction also have minor_lose.bik and minor_win.bik.

    Thx

  7. #7
    Gorrrrrn's Avatar Citizen
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    Default Re: TO campaign CTD after end turn

    I'm not certain what the minor refers to.
    My impression is that it is initially non playable factions - that is the unlockable ones in M2TW



    herewith summary of fmv/ faction and faction timings in m2tw and kingdoms folders:

    Spoiler Alert, click show to read: 


    fmv / faction

    lose/win .bik files:

    england
    france
    hre
    spain
    venice
    minor

    major only has intro - no win lose so presume it refers to factions above.

    minor must refer to those factions that are unlockable but not playable initially?

    -----------------------------------------------------------------------------

    fmv / faction timings has win /lose :

    byzantium
    denmark
    egypt
    england
    france
    hre
    hungary
    milan
    moors
    poland
    portugal
    russia
    scotland
    sicily
    spain
    turkey
    venice


    ------------------------

    kingdoms /americas fmv/factions adds:

    win //lose .bik:

    aztec
    americas_indian
    americas_spain

    ---------------------------

    fmv-timings has win/lose:

    americas_apachean
    americas_meso_american
    americas_spanish

    --------------------------
    --------------------------

    kingdoms/brittania adds win/lose:

    minor

    but faction timings has nothing for minor

    -------------------------

    kingdoms/crusades fmv/factions has win//lose:

    crusades_faction
    crusades_muslim
    minor

    ------------------------

    fmv/faction timings

    crusades_muslim

    ----------------------------
    ----------------------------

    kingdoms/teutonic fmv/factions has win/lose:

    minor
    teutonic_faction

    and no win/lose .bik files in faction/timings

    --------------------------



    which suggests that the minor_lose.bik file doesn't require timings

    aha - we may be looking at wrong file: try

    descr_movies_tracks.xml

    here you'll see that all the new factions have been allocated the

    <timing>fmv_timings/turkey_outro_lose_subtitle_timing.txt</timing>

    I don't know if that might be the problem?

    ------------------------ later that same day ---------------------------

    having examined the file more closely I notice:

    that the minor factions have

    <track>0</track>
    <track>1</track>

    with turks timing;

    whereas the turks themselves have:

    <track>0</track>
    <track>12</track>

    the main faction with track 0 and track 1 is byzantium

    which has its own faction timings.

    for example:

    byzantium outro lose:

    <SYNC Start=14000>
    <P Class=ENUSCC>Byzantium_Outro_Lose_1
    <SYNC Stop=28600>

    ---

    turkey outro lose:

    <SYNC Start=13100>
    <P Class=ENUSCC>Turkey_Outro_Lose_1
    <SYNC Stop=28500>

    ----------------

    I've no idea what the tracks 1 and 0 and 12 refer to, but maybe (just maybe)

    we should be using the byzantium timings and not turks, given the minor factions use the byzantium tracks and not the turks tracks?

    ---------------
    Last edited by Gorrrrrn; November 25, 2008 at 08:26 AM. Reason: extra information

  8. #8

    Default Re: TO campaign CTD after end turn

    Hey lazyrinho, check my LITHUANIA CTD thread for a possible answer and explanation how to fix that CTD you're having!

    I resolved mine!

  9. #9

    Default Re: TO campaign CTD after end turn

    I've found sth special about the crash.

    I found that all the units of Irish Captain (Captain Elidir) in my campaign have wrong unit cards (all are shown as a man holding the short sword).

    But the special thing I am 300% sure that is related to the crash is that the Irish army is formed by ENGLISH UNITS!!!!!!!!!!!!!!!!!

    The units includes: Dismounted Feudal Knight, Dismounted English Knight, English Knight, Heavy Bill Militia, Light Men at Arm

    I try to bribe the captain and succeed--> CTD

    I move the Irish captain to my territories and destroy them by my elite troops --> CTD
    And during the battle I found that all the units have invisible texture.....liquid men

    I suspect there is bug that the AI faction can recruit other faction units.....or the bug is that some English units accidentally become Irish army....maybe sth goes wrong when Irish Diplomat bribe the English captain leading to that mutant unit.

  10. #10
    Gorrrrrn's Avatar Citizen
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    Default Re: TO campaign CTD after end turn

    lazyrhino

    you might try changing any instance of "English Rebels" in the Irish regions in descr_regions.txt in the maps/base folder to "Irish Rebels" The Irish rebel bands don't have a GB but sometimes get a named character for a leader.

    Might be better if we gave slave faction ownership of GB units and gave every rebel band a GB with random_name perhaps?

  11. #11

    Default Re: TO campaign CTD after end turn

    When i destroy England, the game crashes....i don't know if it relates to the english units in the Irish Captain.

    Here is the log:
    13:26:07.454 [game.script.counter] [trace] counter <england_becomesking> = 1
    13:26:07.454 [game.script.trigger] [trace] Trigger <New_Faction_Leader_trigger> fired
    13:26:07.454 [game.script.trigger] [trace] Trigger <factionleader_normalfactions> fired
    13:26:07.460 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/ui/generic/bribed_portrait.tga
    13:26:07.463 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/ui/generic/bribed_portrait.tga
    13:26:07.463 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/ui/southern_european/portraits/portraits/dead/043.tga
    13:26:07.463 [system.io] [info] exists: found data/ui/southern_european/portraits/portraits/dead/043.tga (from: packs/data_3.pack)
    13:26:07.464 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/ui/southern_european/portraits/portraits/dead/043.tga
    13:26:07.464 [system.io] [info] exists: found data/ui/southern_european/portraits/portraits/dead/043.tga (from: packs/data_3.pack)
    13:26:07.464 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/ui/southern_european/portraits/portraits/dead/043.tga
    13:26:07.464 [system.io] [info] exists: found data/ui/southern_european/portraits/portraits/dead/043.tga (from: packs/data_3.pack)
    13:26:07.464 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/ui/southern_european/portraits/portraits/dead/043.tga
    13:26:07.464 [system.io] [info] exists: found data/ui/southern_european/portraits/portraits/dead/043.tga (from: packs/data_3.pack)
    13:26:07.464 [system.io] [trace] exists: 1217: caching directory: mods/stainless_steel_6/data/ui/captain banners/dead
    13:26:07.465 [system.io] [trace] exists: 2944: caching file: mods/stainless_steel_6/data/ui/captain banners/dead/captain_card_aragon.tga (1178295816)
    13:26:07.465 [system.io] [trace] exists: 2945: caching file: mods/stainless_steel_6/data/ui/captain banners/dead/captain_card_cumans.tga (1178295816)
    13:26:07.465 [system.io] [trace] exists: 2946: caching file: mods/stainless_steel_6/data/ui/captain banners/dead/captain_card_ireland.tga (1188395523)
    13:26:07.465 [system.io] [trace] exists: 2947: caching file: mods/stainless_steel_6/data/ui/captain banners/dead/captain_card_jerusalem.tga (1188397008)
    13:26:07.465 [system.io] [trace] exists: 2948: caching file: mods/stainless_steel_6/data/ui/captain banners/dead/captain_card_kievan_rus.tga (1178295816)
    13:26:07.465 [system.io] [trace] exists: 2949: caching file: mods/stainless_steel_6/data/ui/captain banners/dead/captain_card_knights_templar.tga (1178295816)
    13:26:07.465 [system.io] [trace] exists: 2950: caching file: mods/stainless_steel_6/data/ui/captain banners/dead/captain_card_kwarezm.tga (1178295816)
    13:26:07.465 [system.io] [trace] exists: 2951: caching file: mods/stainless_steel_6/data/ui/captain banners/dead/captain_card_lithuania.tga (1190812583)
    13:26:07.465 [system.io] [trace] exists: 2952: caching file: mods/stainless_steel_6/data/ui/captain banners/dead/captain_card_norway.tga (1188395523)
    13:26:07.466 [system.io] [trace] exists: 2953: caching file: mods/stainless_steel_6/data/ui/captain banners/dead/captain_card_teutonic_order.tga (1188397768)
    13:26:07.466 [system.io] [info] exists: found mods/Stainless_Steel_6/data/ui/captain banners/dead/captain_card_ireland.tga (from: C:\Program Files\SEGA\Medieval II Total War)
    13:26:07.481 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    13:26:07.482 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    13:26:07.774 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  12. #12

    Default Re: TO campaign CTD after end turn

    I doubt that the bolded part is causing a crash! Actually I'm 99% certain it's not!

    Try not to destroy england, or maybe that character you sent to middle east is causing problems again!

    I found that the best thing with ctd causing characters, is to put them on(their faction's) ships! Next turn they'll get stuck in the sea, and remain there for the rest of the game..kinda lame but at least you won't get crashes!

    I'm now around 80 turns past the point of ctd in my Lithuanian campaign and things are running smooth!

  13. #13

    Default Re: TO campaign CTD after end turn

    Quote Originally Posted by Santiago de Pola View Post
    I doubt that the bolded part is causing a crash! Actually I'm 99% certain it's not!

    Try not to destroy england, or maybe that character you sent to middle east is causing problems again!

    I found that the best thing with ctd causing characters, is to put them on(their faction's) ships! Next turn they'll get stuck in the sea, and remain there for the rest of the game..kinda lame but at least you won't get crashes!

    I'm now around 80 turns past the point of ctd in my Lithuanian campaign and things are running smooth!
    The sad thing is that Ireland has no ship and I have put the Irish captain to an isolated island with no settlement....nobody will fight them.

    And I really want to takeover the last English settlement.
    I don't know if there is cursading English army on their way and I take their last settlement will lead to CTD.

    It will be so disappointed if you can't play anymore while you have taken half of land in the map becuase Portugal is destroyed.

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